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Digital handbook on key mental health concepts - InnerWrolds Project

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InnerWorlds is a youth-centered digital handbook and videogame that promote adolescent mental health by teaching literacy, coping strategies, and resilience through evidence-based insights, interactive learning, and engaging storytelling.

Aims of the tool

The tool aims to
- improve adolescent mental health literacy
- help adults (educators, youth workers, parents) recognize early signs of distress
- promote resilience and healthy habits, and
- integrate these insights into an engaging videogame that teaches coping skills through interactive storytelling.

Description of the tool

InnerWorlds is an innovative educational resource that combines a digital handbook and a choice-driven videogame to promote adolescent mental health. Designed for educators, youth workers, parents, and caregivers, it provides accessible knowledge on mental health, early signs of distress, and practical strategies to foster resilience and well-being. The videogame immerses young people in relatable scenarios (peer pressure, anxiety, exclusion, burnout) where they can explore emotions, practice coping skills, and reflect on decisions. The handbook complements this by offering evidence-based insights, practical guidance, and reflective prompts, bridging gameplay with structured learning.

Learning Outcomes

By engaging with InnerWorlds, learners will be able to:

Understand adolescent mental health as a continuum, recognizing its variability and importance in everyday life.

Identify early signs and symptoms of common mental health challenges (e.g., depression, anxiety, ADHD, eating disorders, self-harm).

Develop coping strategies and resilience, including mindfulness, healthy lifestyle habits, and constructive self-reflection.

Reduce stigma by fostering open conversations around emotions, distress, and help-seeking.

Strengthen support skills for peers and adolescents through improved awareness, communication, and guidance.

Integrate learning into practice, using interactive digital tools to make mental health education engaging and relevant for youth.

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Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

Digital handbook on key mental health concepts - InnerWrolds Project

http://toolbox.salto-youth.net/5111

This tool is for

Youth workers & educators – to support adolescents with evidence-based strategies and integrate mental health education into programs. School counsellors & mental health professionals – as a resource for early intervention, group work, and awareness-building. Parents & caregivers – to better understand adolescent emotional experiences and provide informed support. Adolescents (12–18 years old) – as end-users of the videogame, engaging with relatable scenarios to build coping skills and resilience. Game developers & digital creators – for guidance on youth-centered, ethical, and emotionally intelligent game design

and addresses

Personal Development

It is recommended for use in:

Capacity Building

Materials needed:

Digital Handbook (PDF/online access) – for youth workers, educators, and caregivers to explore concepts and strategies.

InnerWorlds Videogame (mobile/desktop app) – for adolescents to engage with interactive scenarios. (to be finished in March 2026)

Smartphone, tablet, or computer – to run the videogame and access the digital handbook.

Internet connection – for downloading the game/handbook, updates, and access to linked resources.

Facilitation space (optional) – classroom, youth center, or workshop setting where group reflection and discussion can take place after gameplay.

Basic stationery or digital note-taking tools (optional) – for reflective exercises, journaling, or group activities linked to the handbook

Duration:

Introductory session (1–2 hours)
Present the tool, basic concepts of adolescent mental health, and how the game works.

Gameplay & reflection (4–6 hours total, split across sessions): Adolescents play the videogame in segments (30–60 minutes per session), followed by guided reflection using the handbook.

Workshops for adults (educators, youth workers, parents) (2–3 hours each): Deep dive into recognizing early signs, preventative measures, and integrating insights into daily practice.

Full training cycle (1–2 days, or spread over several weeks): Combines game-based learning, handbook study, and facilitated group discussions.

The process can be adapted as:

Short format: 2–4 hours (basic introduction + gameplay demo).

Standard format: 1 full day (handbook training + guided gameplay + reflection).

Extended format: Multi-session program (6–12 hours across several weeks), ideal for schools/youth centers.

Behind the tool

The tool was created by

Authors: Dr. Markella Grigoriou - Leader - University of Limassol) Contributors: Universitat Jaume I de Castellón (Spain - Project Leader), InterAktion (Austria), Innovation Education Lab (Romania), Sembrem (Spain), Center of Social Services ‘‘Saint John

in the context of

KA220 Project in the Field of Youth. InnerWorlds

The tool was published to the Toolbox by

Goran Janevski (on 12 September 2025)

and last modified

11 September 2025

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